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Notes from gameplay:

- Excellent splash screen with the old film overlay and warning message

- Music is wonderfully creepy and the font choice matches very well to instantly convey a specific tone of a twisted old-timey carnival to the player

- Wide range of options to set! Font choice doesn't seem to match the main menu page

- Text in top left: No info for "introScene" scene!

- Great intro cinematic! Excellent writing and voice acting

- Title text is not centered (aligned to left)

- "icecream" is misspelled

- Nice job with eye icon and button to show use at the window

- Awww I'm a kid. Good use of perspective height to convey that

- Nice writing on the letter under the door. Font choice here could be improved a bit, feels "default"

- Is there another page to the letter? Can't seem to "read on" as instructed

- No collision on sink

- /r/TVTooHigh

- Yard art assets glitching in/out when viewed through window

- Street looks very spooky! Excellent use of fog

- Ah, found another letter, guess that's the read on

- Covered domes on ice cream cart have e for use, but can't seem to do anything with them

- "I don't want to go this way" works to direct player movement, but doesn't feel as organic as if there were some scenery blocking movement

- Beautiful skybox!

- Somber Man isn't always capitalized, eg in streetlamp note 

- Heh, got a jump from me when the music sting played at the back of the truck

- "No info for "scene2" scene

- Oh no, he got me!

- Note in jail: hidden message: 153 - ah, nice simple puzzle to get out of the cage

- Quotes around "with the somber man's grinding ...."

- Crouch is a bit clunky, doesn't match up with how the fan looks

- No collision on glass-windowed cabinets in kitchen

- Nice use of blood smears throughout environment to set a scene and tell a story of what happens here

- Light coming in through window in the hallway looks excellent, as does flickering of candle flame

- Lantern feels a bit obtrusive to use 

- Not feeling much sense of danger

- The codex feels like a game guide, not a book within this immersive world you've created. Rewriting this more as lore would feel more engaging

- The Q + E to read notes feels a bit clunky, would be better to be able to read with a single button press

- AHHHH THERE HE IS

- WALK VERY QUICKLY AWAY

- Oh great, a creepy classroom

- The note here in the classroom is nice, establishes some mystery and backstory

- Sound cues are a bit confusing. I can hear him but unsure if he's moving around or not. I don't think there is a mirror here to hide

- Hiding in a toilet.... Can't figure out how to use the mirror in this room to hide from him

- Wish I could have brought the codex with me to reread

- Ok found a mirror to hide behind in the dorm. AHHH HERE HE COMES

- Hmm, I guess I didn't hide enough? He came back in. Very hard to tell where he is and if he's following me or not. Could do with some way to track this, like a minimap, SomberMan meter, etc

- Nice job restarting me in the kitchen

- Using the codex just says "apple" in bottom left?

- Reading should pause the game, but I hear his noises while I read

- Oh shoot, I turned on a tape recorder and now he's being lured here. Need a way to turn it off, maybe a Q to examine to learn what it's for

- Found an exit! But it's jammed :(

- E (drag) doesn't seem to work (office room)

- Died hiding behind a mirror, no indicator that I've used this mirror before

What an excellent submission - I really hope you put more work into this! I could see this being a fun console game to play with the lights out! The lore and background story is great and the environment is wonderfully designed. Keeping track of where I can hide and where the Somber Man is becomes a bit difficult and I keep ultimately getting caught, but I think adding some more UI details would help sort that out and make the game more engaging to play over multiple deaths. Great job!